﻿/*
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * 
*     ___                              __                 _       __              __     __       *
*    /   |   _____ ____   ___   _____ /_/____   ____     | |     / /____   _____ / /____/ /_____  *
*   / /| |  / ___// __ \ / _ \ / ___// // __ \ / __ \    | | /| / // __ \ / ___// // __  // ___/  *
*  / ___ | _\_ \ / /_/ //  __// /   / // /_/ // / / /    | |/ |/ // /_/ // /   / // /_/ /_\_ \    *
* /_/  |_|/____// ____/ \___//_/   /_/ \____//_/ /_/     |__/|__/ \____//_/   /_/ \____//____/    *
*              /_/                                                                                *
* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *
*/

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Worlds.Application.Configuration;

namespace Server
{
    /// <summary>
    /// Objects class, holds instances of all objects we will be needing during the program's execution.
    /// </summary>
    public static partial class Objects
    {
        /// <summary>
        /// Editor configuration object.
        /// </summary>
        private static EditorConfiguration _EditorConfiguration { get; set; }
        /// <summary>
        /// Editor configuration object.
        /// </summary>
        public static EditorConfiguration EditorConfiguration
        {
            get
            {
                /* Check to see if the singleton has been initialized. */
                if (_EditorConfiguration == null)
                    _EditorConfiguration = new EditorConfiguration();

                /* Return the configuration object. */
                return _EditorConfiguration;
            }
        }
    }
}
